Spielerando

Craft a grenade on demand without getting around its cooldown

When the grenade count hits zero, the game quietly builds one from scrap and the player throws again at once. The cooldown that was supposed to pace the fight does nothing, or a refused throw still ate the scrap. This entry orders the checks so neither happens.

Why this works

A pacing rule only works if every route to the same action passes through it. Building on demand is just another way to throw, so it must wait for the same timer and pay extra. Checking the cheapest refusal first also means a denied throw costs nothing.

When not to use it

Skip the shared timer when the whole point is a panic button, like a last-ditch craft that is allowed to break the rhythm once per level. Give that exception its own clear limit instead of hiding it in the normal flow.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 20 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Craft a grenade on demand without getting around its cooldown" (read_entry grenade-cooldown-also-covers-auto-craft) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP